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eSafety report finds 'significant gaps' in child safety on Steam, Roblox, Fortnite and Minecraft

Australia's online safety regulator warns gaming platforms must 'lift their game' after finding inconsistent approaches to detecting child exploitation, violent extremism and grooming.

By LineZotpaper
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Updated
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Sources3 outlets
Australia's eSafety Commissioner has found 'significant gaps' in how some of the world's most popular gaming platforms protect children, with a new report revealing that Steam, Roblox, Fortnite and Minecraft all fail to adequately prevent predators, sexual extortionists and violent extremists from contacting minors. The report, published on Friday, singles out Valve's Steam Chat for not using industry-standard tools to proactively detect harmful content, while noting that self-declaration of age remains common across platforms.

The eSafety Commissioner, Julie Inman Grant, has urged gaming providers to strengthen child safety measures after information shared with the watchdog revealed shortcomings across the industry. The report found inconsistent approaches to implementing child safety measures on Steam, Roblox, Fortnite and Minecraft, as research shows nine out of 10 Australian children aged 8 to 17 play online games.

'Australian children have a right to play online without being exposed to predators, sexual extortionists, violent extremist content or other harmful material,' Inman Grant said.

Among the key findings, the report noted that Valve, which owns Steam and Steam Chat, was the only provider that did not use a type of technology widely used by the industry to detect and remove known harmful content. Valve also did not proactively use tools to detect child sexual exploitation or violent material in chats, with current systems mainly flagging scams.

Professor Michael Salter, a child exploitation expert at the University of New South Wales, said Valve and Epic Games' platforms had been linked to nihilistic and sadistic groups targeting children online.

'What we've seen over the last 10 years is firstly a significant amount of online grooming of children through gaming platforms,' Salter said. 'What we see consistently across the gaming ecosystem is that user safety is considered the responsibility of users, and that includes children, and we see gamers really internalise this.'

Roblox, along with Valve, were noted for using only internal datasets to train language detection systems and for not regularly retraining these models. Minecraft and Fortnite, which offer child accounts, generally let users self-declare their age, meaning anyone who said they were adults could access higher-risk communication features. Steam also relies on self-declared age.

'We expect these services to lift their game to identify and combat serious harms such as child sexual exploitation, sexual extortion and material and activity which promotes, incites or instructs violence,' Inman Grant said.

The regulator said that 'these platforms have a duty of care to ensure that these are as safe as possible, and they shouldn't have to farm out the responsibility to the parents to make sure that children are not being contacted by predators.'

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Analysis

Why This Matters

  • The findings affect millions of Australian children and their parents, as nine out of 10 children aged 8 to 17 play online games, exposing them to potential grooming and exploitation.
  • The report shifts focus onto platform responsibility rather than parental policing, which could influence future regulation and industry standards globally.
  • With the eSafety Commissioner calling for action, platforms face pressure to adopt proactive detection tools and age verification, potentially reshaping how children interact online.

Background

Australia's eSafety Commissioner is the national online safety regulator, with powers to issue notices and codes to platforms. This report is part of ongoing scrutiny of how gaming companies handle child safety. Previous reports have highlighted similar concerns across social media, and the regulator has used its powers to require platforms to report on their safety measures. The gaming industry has grown rapidly, with children increasingly spending time in multiplayer environments where communication with strangers is common.

Key Perspectives

eSafety Commissioner (Julie Inman Grant): Urges gaming platforms to implement stronger proactive detection and age verification, arguing they have a duty of care and should not shift responsibility to parents. Gaming Platforms (Valve, Epic Games, Roblox, Minecraft): The report notes that Steam self-declares age, Roblox and Valve use only internal datasets for language detection, and Fortnite and Minecraft rely on self-declaration for child accounts. They face criticism but may argue that safety features already exist and that full proactive monitoring is challenging in large-scale chat environments. Child Safety Experts (Professor Michael Salter): Highlight that grooming is widespread across gaming platforms and that the industry has normalised user responsibility for safety, even for children, which the report suggests needs to change.

What to Watch

  • Whether Valve and other named platforms announce changes to their moderation and age verification practices in response to the report.
  • Any further regulatory actions from the eSafety Commissioner, such as formal notices or enforceable codes for the gaming industry.
  • The reaction from parents and children's advocacy groups, which may influence public pressure and potential legislative moves in Australia.

Sources

Zotpaper

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